is it possible to make light not follow object geometry?
You can achieve an effect like this by manipulating the normal.
Here's Suzanne showing the difference with the default surface Normal and the manipulated Normal based on the vector from the origin to the surface point :

By using a Normal calculated based on the origin, the reflection will always be as if it is formed on the surface of a sphere - thereby ignoring the geometry. Obviously the reflection is still on the surface of the mesh, but it is as if it is pointing in the direction a sphere's surface would be pointing if it were a sphere of that size at that point.
Without the manipulated Normal you can see the distorted reflection due to the surface geometry and with the manipulated Normal it becomes a symetrical circular reflection.